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 Post subject: Re: A New Erfworld Game
 Post Posted: Wed Jan 13, 2010 7:30 pm 
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Names of the capitals aren't that important. Can make them customizable.
Also, I think this sort of game just won't work tabletop. Too much micro management. Just keeping track of juice, move, and engagement rules, would make each turn last an eternity...
Perhaps a software supported GM guided game.

And fourth complexity is not depth. A fairly simple game is not necessarily un-deep. Sure, a gazillion cool creatures would be awesome, but would also probably be unbalanced, and most of them will go unused. Also would take eternity.

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     Post subject: Re: A New Erfworld Game
     Post Posted: Wed Jan 13, 2010 7:36 pm 
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    Shush you. You can make it if you want. Ask first.

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     Post subject: Re: A New Erfworld Game
     Post Posted: Wed Jan 13, 2010 8:45 pm 
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    Sinrus wrote:
    How about this:

    Add up the combat of the attacking units and subtract the sum of the defending units' defense. The difference is the number of hits the defenders take. Spread that out evenly among all defending units and do the reverse with the survivors. When an entire stack croaks, move on to the next stack in the battle hex. At any point in the battle, a player can choose to retreat into an adjacent hex.

    Now I dont know. Mine sounds slightly better, because of this:

    Lets say you have 4 Marbits, against 8 Gobwins.
    You get 8 hits, which would croak a Gobwin. However, since you must spread them out, no one dies. They are healed their turn.

    Mine is kinda better

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     Post subject: Re: A New Erfworld Game
     Post Posted: Wed Jan 13, 2010 8:46 pm 
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    @Gilthans:
    Seriously. Go ahead. I was joking.

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     Post subject: Re: A New Erfworld Game
     Post Posted: Wed Jan 13, 2010 10:19 pm 
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    Caster Idea(maybe?):Caster have Juice. Each starts with d3+2 Juice. Each spell should have a certain number of Juice it cost to cast. When they level, they gain Juice.
    I guess we need to make spells. :P
    Scrolls can be used by any caster, at no cost to juice. To make a scroll, it takes double the juice it would normally take to cast it.

    Caster Classes(a short outline of uses?)
    Findamancy-? No idea.
    Predictamancy-Used to predict what will happen(not sure how this would work)
    Mathamancy-Calculation of battle probabilities
    Turnamancy-Most spells cut down unit production time, and helps turning enemies
    Dollamancy-Make and heal cloth golems, and other cloth items
    Weirdomancy-Spells help movement, teleport, portals
    Dirtamancy-Stone Golems, Crap Golems, make tunnels
    Changeamancy-Change units
    Dittomancy-Amplify Bonuses/Duplicates Units
    Lookamancy-?
    Thinkamancy-Suggestion Spells, Linking, minor combat spells
    Foolamancy-Veiling
    Flower Power-Maybe stop battles(?), stuff with plants
    Signamancy-?
    Date-a-mancy-?
    Shockmancy-Stun Spells, Flash
    Croakamancy-Uncroaked
    Retconjuartion-Too powerful for mortals
    Hat Magic-?
    Carnymancy-Help tame animals, minor spells from all over, reduce abilities
    Rhyme-o-mancy-?
    Luckamancy-Shift odds
    Healomancy-Heal
    Moneymancy-Help make schmuckers

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     Post subject: Re: A New Erfworld Game
     Post Posted: Thu Jan 14, 2010 8:04 pm 
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    Sinrus?

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     Post subject: Re: A New Erfworld Game
     Post Posted: Thu Jan 14, 2010 11:52 pm 
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    Yeah sorry. I'm having trouble trying to come up with ideas on how to run this. It basically boils down to this: Erfworld is really too complicated to make into a game. Sure it's based off of a game type setting, but especially table-top it would take forever to calculate the victor of a battle when trying to factor in terrain bonuses, casters, leadership, base stats, and the whole shazam. And even when we got to there, it still wouldn't be erfworld, because it would be too impersonal.

    Erfworld isn't a story about a game, or even a story about a war. It's a story about people, and that creates two problems. First, the explaining of game rules takes a back seat plot, dialog, and character interaction. I mean seriously, we don't even know how leadership works and debates are raging about creating sides, for heaven's sake. Second, when a story is about people, you need to keep it about people. The only way to really play a game that involves a modicum of character development needs to be centered precisely on the players' characters and can't stray far at all. Imagine trying to run a full scale battle in a game of D&D.

    My point is that it's impossible to make. We simply don't know enough.

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     Post subject: Re: A New Erfworld Game
     Post Posted: Sat Jan 16, 2010 11:02 am 
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    It is okay. I understand why you are stopping. I will do this on my own now, as no one seems to be helping. :I
    I figured this would happen.

    Well, right now I am working on City rules.

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     Post subject: Re: A New Erfworld Game
     Post Posted: Sat Jan 16, 2010 9:59 pm 
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    Dont worry. I will still work on this. I have very much done. I have most of the tribe stuff done, and I have the stats done for most of them.

    Yay?

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     Post subject: Re: A New Erfworld Game
     Post Posted: Wed Jan 20, 2010 6:24 pm 
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    Okay, this is what I have. Kinda messy.

    With any given hex, there is a 65% chance that it will be open, 10% that it will be water, 10% forest, 10% mountain, and 5% will be desert.

    In a water hex, there is a 90% chance that all hexes bordering it will be water, unless already designated as something else. From there, there is a 70% of the same, then 50%, then 35%, then 25%, then 15%, then 10%, 5%, 1%, 0%.

    In a mountain hex, there is a 75% chance that all hexes bordering it will be mountain, unless already designated as something else. It goes down to 60%, 40%, 30%, 20%, 10%, 3%, 0%.

    In a forest hex, there is an 80% chance that all bordering hexes will be forest, unless already designated as something else. It goes to 70%, 55%, 40%, 25%, 10%, 5%, 0%.

    70% of mountain hexes include tunnels. 30% of the hexes with tunnels have entrances to the surface. In any network of tunnels, at least 1/10 of the tunnel hexes must have an entrance. 20% of mountain hexes are high mountains, 50% are medium mountains, and 30% are low mountains.

    In a desert hex, there is a 75% chance all bordering hexes will be desert unless already designated as something else. It goes to 65%, 50%, 35%, 20%, 5%.

    75% of forest hexes are light forest. 25% are dense forest.

    In a cluster of water hexes, the middle 25% are deep water.

    Cities can only exist in open, low mountain, desert, or light forest hexes.

    Movement Penalties
    Open-None
    Shallow Water- 2 to Move, None to Water Capable
    Deep Water- Impassable, 2 to Water Capable
    Low Mountain- 6 to Move
    High Mountain- Impassable
    Light Forest- 2 to Move
    Dense Forest- 4 to Move
    Desert-3 to Move

    Commander: A unit with the leadership special.
    Infantry: A catch-all for humanoid, non-heavy units without the mount special.
    -Stabber Class: Balanced.
    -Piker Class: Bonus to combat against cavalry.
    -Archer Class: Bonus against flying units
    -Knight Class: Overall better.
    Cavalry: A catch-all for units with the mount special.
    Heavies: A catch-all for units with the heavy special. Can not, with some exceptions, enter tunnels or ride mounts.
    Fliers: A catch-all for units with the flight special.
    Unit types can be merged, for instance: A light unit without the mount special but with the flight special is an infantry flier.

    Non-combat specials (aka specials that are not limited to providing combat bonuses):
    Light:These units may walk in tuneels. All units have this unless stated that they have Heavy.
    Flight: Allows units to enter the airspace of cities. Flying units can only be engaged by other fliers or archers. Non-fliers can not engage fliers while in dense forest, unless they are forest-capable. Flight gives units a x2 bonus against all non-flier units.
    Tunnel-Figjting: Tunnel-Fighting gives units a x2 bonus while in a tunnel.
    Mountain-Capable: Allows units to enter low mountain hexes without penalties normally incurred by low mountain hexes and medium mountain hexes with half penalties normally incurred by medium mountains. Provides a x2 bonus while in mountain hexes.
    Forest-Capable: Allows units to enter dense forest hexes without penalties normally incurred by dense forest hexes and provides a x2 bonus while in light forest hexes.
    Water-Capable: Allows units to enter water hexes. Water-capable units can only be attacked by fliers, other water capable units, and archery units.
    Dive-Capable: Allows units to dive in deep water. Only Water-Capable units can have this special. While diving, units can only be engaged by other divers.
    Heavy: Heavies are incapable of riding mounts and entering tunnels, with some exceptions.
    Mount: Allows infantry units to ride the mount. While doing this, they share all non-combat specials with their mount, except for mount and heavy.
    Mining:Grants a +5 Bonus to the Mining Table.

    Combat specials:
    Leadership: Allows units to lead stacks.
    Archery: Allows use of ranged weapons without penalties.
    Dance-Fighting: Allows units to dance-fight when led by a dance-fighting commander.
    Breath Weapon: Allows units to use a breath weapon, such as a red dwagon's fire.
    Caster: Allows a unit to use magic. Caster type is chosen from this chart.

    Combat
    When you have a unit in one hex, it can charge into an adjacent hex, into combat with the enemy units there. Add together the unit's Combat, and Defense stats if they are in a stack. Apply multipliers, and then roll 2d6 for the Attackers and subtract the Enemies' Defense stat. They take that many hits. The Defender's Counter, but get a d6 bonus.

    Cities
    Capital City
    A Capital City is your largest city, and if you lose it, your side disbands. A Capital city follows the following chart for Schmucker making:

    Level Schmuckers
    1 50
    2 75
    3 125
    4 175
    5 250

    Capital Cities follow the following Chart for Unit Production
    Level Units(Turns)
    1 Stabber(3), Piker(5), Archer(5)
    2 Warlord(25), Knight(10)
    3 Heir(60)
    4
    5

    Level Amount of Units to Queue
    1 5
    2 10
    3 15
    4 20
    5 25

    Tamed Animals will have a Tier of their own.

    City
    Level Schmuckers
    1 10
    2 25
    3 50
    4 75
    5 100

    Level Units(Turns)
    1 Stabber(5), Piker(7), Archer(7)
    2 Warlord(35), Knight(15)
    3
    4
    5

    Level Amount of Units to Queue
    1 5
    2 5
    3 10
    4 10
    5 15

    You can build a City for 10000 Schmuckers. You can level it up for 1000 Schmuckers.

    You can upgrade a Capital for 2500.

    Hunting
    Hunting can only be done in Open Fields or Forests. For every unit that does it, roll for the following table.

    Hunting Table
    Roll Effect
    1/2 You find nothing, or it gets away from you.
    3/5 You are able to catch some small game. 2d6 Schmuckers.
    6/9 You are able to find some larger animals. 3d6 Schmuckers
    10 You hunt down "A Big One. However, it has a 50% chance of dealing d6 Hits to the unit. 5d6 Schmuckers

    For every 10 hunts in a turn, there is a 5% chance the animals disappear for a while. For every 5 turns after this happens, there is a 10% they return, increasing by 10% every 5 turns.

    Mining
    Can only be done in Tunnels.

    Mining Table
    Roll Effect
    1/20 You find some pebbles.
    21/40 You find a small gem. 1d6 Schmuckers
    41/60 You find a larger gem. 2d10 Schmuckers
    61/99 You find a perfect stone. 3d10 Schmuckers.
    100 Maybe an Artifact? Or a 4d10 Scmuckers.

    For every 10 mines in a turn, there is a 15% chance the gems disappear for a while. For every 5 turns after this happens, there is a 5% they return, increasing by 5% every 5 turns.

    Tribes
    Marbit
    Marbit Stabber
    Upkeep:3
    Movement:8
    Hits:2
    Combat:1
    Defense:1
    Special:Tunnel-Fighting, Miner

    Marbit Crossbowmen
    Upkeep:6
    Movement:8
    Hits:2
    Combat:1/2
    Defense:1
    Special:Ranged,Tunnel-Fighting, Miner

    Marbit Axemen
    Upkeep:10
    Movement:8
    Hits:2
    Combat:2
    Defense:1
    Special:Tunnel-Fighting, Miner

    Marbit Chief
    Upkeep:25
    Movement:8
    Hits:5
    Combat:2
    Defense:1
    Special:Tunnel-Fighting, Leadership

    Woodsy Elves
    Woodsy Archer
    Upkeep:12
    Movement:14
    Hits:3
    Combat:1/3
    Defense:2
    Special:Ranged, Forest Capable

    Gump
    Upkeep:35
    Movement:10
    Hits:12
    Combat:5
    Defense:5
    Special:Forest Capable, Heavy

    Woodsy Chief
    Upkeep:35
    Movement:14
    Hits:7
    Combat:2/3
    Defense:2
    Special:Ranged, Leadership, Forest Capable

    Shady Elves
    Shady Archer
    Upkeep:8
    Movement:14
    Hits:3
    Combat:1/2
    Defense:2
    Special:Ranged

    Shady Stabber
    Upkeep:10
    Hits:4
    Movement:14
    Combat:2
    Defense:2
    Special:

    Shady Chief
    Upkeep:30
    Movement:14
    Hits:7
    Combat:2
    Defense:2
    Special:Leadership

    Luckless Elves
    Luckless Archer
    Upkeep:6
    Movement:12
    Hits:2
    Combat:1/1
    Defense:2
    Special:Ranged, Luckless

    Luckless Stabber
    Upkeep:8
    Movement:12
    Hits:2
    Combat:2
    Defense:2
    Special:Luckless

    Luckless Chief
    Upkeep:25
    Movement:12
    Hits:6
    Combat:2
    Defense:2
    Special:Luckless

    Eager Elves
    Eager Stabber
    Upkeep:15
    Movement:15
    Hits:3
    Combat:3
    Defense:2

    Eager Chief
    Upkeep:35
    Movement:15
    Hits:7
    Combat:3
    Defense:2
    Special:Leadership

    Altruist Elves
    Altruist Nurse
    Upkeep:10
    Movement:12
    Hits:2
    Combat:--
    Defense:1
    Special:Heal

    Altruist Caster
    Upkeep:25
    Movement:12
    Hits:5
    Combat:--
    Defense:1
    Special:Heal, Leadership, Caster

    Tardy Elves
    Tardy Stabber
    Upkeep:7
    Hits:3
    Movement:9
    Combat:2
    Defense:2

    Tardy Archer
    Upkeep:9
    Hits:3
    Movement:9
    Combat:1/1
    Defense:2
    Special:Ranged

    Tardy Chief
    Upkeep:25
    Movement:9
    Hits:7
    Combat:2
    Defense:2
    Special:Leadership

    Gobwins
    Gobwin Stabber
    Upkeep:4
    Movement:9
    Hits:2
    Combat:2
    Defense:2
    Special:Tunnel Fighting

    Gobwin Piker
    Upkeep:6
    Movement:9
    Hits:2
    Combat:2
    Defense:2
    Special:Tunnel-Fighting, Piker

    Gobwin Archer
    Upkeep:6
    Movement:9
    Hits:2
    Combat:1/1
    Defense:2
    Special:Tunnel-Fighting, Ranged

    Gobwin Chief
    Upkeep:16
    Movement:9
    Hits:5
    Combat:2
    Defense:2
    Special:Tunnel-Fighting, Leadership

    Hobgobwins
    Hobgobwin Stabber
    Upkeep:12
    Movement:10
    Hits:4
    Combat:3
    Defense:2

    Hobgobiwn Knight
    Upkeep:18
    Movement:10
    Hits:5
    Combat:3
    Defense:3

    Hobgobwin Chief
    Upkeep:32
    Movement:10
    Hits:9
    Combat:3
    Defense:3
    Special:Leadership

    Giants
    Giant
    Upkeep:30
    Movement:10
    Hits:8
    Combat:4
    Defense:4
    Special:Heavy

    Giant Chief
    Upkeep:65
    Movement:10
    Hits:14
    Combat:5
    Defense:4
    Special:Heavy, Leadership


    Men
    Stabber
    Upkeep:10
    Movement:10
    Hits:3
    Combat:2
    Defense:2

    Piker
    Upkeep:12
    Movement:10
    Hits:3
    Combat:2
    Defense:2
    Special:Piker

    Archer
    Upkeep:12
    Movement:10
    Hits:3
    Combat:2/1
    Defense:2
    Special:Ranged

    Knight
    Upkeep:20
    Movement:10
    Hits:4
    Combat:3
    Defense:2

    Warlord
    Upkeep:30
    Movement:10
    Hits:7
    Combat:3
    Defense:2
    Special:Leadership

    Caster
    Upkeep:40
    Movement:10
    Hits:5
    Combat:1
    Defense:1

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     Post subject: Re: A New Erfworld Game
     Post Posted: Fri Feb 19, 2010 8:09 pm 
    E is for Erfworld Supporter Print Book 2 & Draw Book 3 Supporter This user was a Tool before it was cool This user is a Tool! Here for the 10th Anniversary Has collected at least one unit
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    I have started a similar idea here - viewtopic.php?f=23&t=1151

    I may use some of the ideas bouncing around here, but we should have some kind of unified thread for all the people who wish to help work on this.

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